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Using the topic: in this game there are missables? Like stuff that if you don't get them at certain time, you can never get them. I remember FF VII had a few of those, so I had to use a guide, but also didn't want any spoiler.
The Horse Wiener weapon when you fight Aramis, (you have to steal it btw)
That's it, even if you miss it, there's a new Game plus option
Also, there's a way to screw a character stats/whatever, or once you're max lvl after lots of prestiges you max everything?
The one thing you can't repeat is the full tutorial - though you can always start an entirely new game if you want to suffer through that again.
Effectively maxing a character's stats is a pointless endeavour; you'll complete all the content the game has and never get close. But you'll never block off the opportunity to do it.
(Actually maxing stats would take months, if not years, of solid "effort" - as the amount of stat gain per level is random...)
Things are really complicated on this game! hahaha
The mentor / pupil system doesn't factor into the reincarnation buffs. Points from that are ignored, same as points from equipment.
https://steamcommunity.com/app/405900/discussions/0/412449508291364477/
"Here's a strategy for maximizing your transmigration potential:
1. Get 210 bonus points by transmigrating over and over at some efficient level
2. Gain just enough yellow bars to reach 67 in each base stat
3. Level up to 9999, which should max your yellow bars to 40
4. Transmigrate one last time and arrange the bonus points however you like
(e.g. 240 base Atk)"
I don't understand the part of getting the yellow bar to 67, and then it says 40... Can anyone explain this to me?
From what I understand: transmigration will eventually make every base stats (yellow bar) 40, and also give you eventually 210 points to allocate whenever you want. Is basically this?
And also, there's a way to mess up your transmigrations and lower your end character stats forever or the end stats would all be kind the same no matter what, and transmigrating wrongly would only make a player lose time?
Reincarnating below 9999 will cause the next Reincarnation to have lesser stats *compared* to using 9999... but once you have the 210 Bonus points, Reincarnating at 9999 will eventually let you regain anything you lost.
The closest thing to a permanent loss in Disgaea PC, is likely the Dream Hand items. I have only played PS2 version, but Dream Hand was added in later versions, as a reward for filling up the item collection book thingy. 1 Dream Hand per 10%, I believe? Thus, they are limited in number, so you can run out of them without access to more... unless NG+ refreshes the supply.
Let's say you want to pump a character (transmigration, etc.), the best approach is to do it only with that character or maybe doing it with lots at the same time? Also, are the "main" characters good?
Your misunderstanding seems to be in the idea that "base stats" are "yellow bars". They're not; the yellow bars merely represent part of your base stats.
When a unit transmigrates, they'll be level one, and have a certain amount of points from their class and competency (for example, they might be a "good for nothing" warrior, or a "genius" cosmic hero), represented by blue bars. Added onto these they'll have yellow bars representing bonus points based on the heights their stats reached during their previous transmigration. You can furthermore assign bonus points to whichever stats you want, based on banked levels.
All three of these types of points combine to make up the "base stats" of a unit. So long as a given base stat is 67 points when the unit is level one, that stat will reach a sufficient height by level 9999 to max out its yellow bar on the next transmigration.
It's easily possible to get each base stat above 67 points at level one, meaning you'll hit the required peaks for maxed yellow bars at earlier levels. You'll probably hit them at earlier levels anyway - 67 points is merely the minimum you need assuming every single dice roll for stat gain as the unit levels rolls low.
Yep, and if IIRC, you don't get one for 100% - so there're nine in total. NG+ certainly does not refresh them.
Fortunately, they're not exactly essential to hang on to. You can use them to powerlevel a little bit in the early game, and perhaps to steal some nice items later on without having to pump a decent thief; but eventually you'll have tons of items of equal rank and your thief will be able to steal anything without a decent Hand item anyways.
It's faster to max out one character than it is to max out several.
At the start of the game, the main characters are your best. As you unlock better classes, this starts to change a bit.
As you progress, you'll gain new ways to gain power. Eventually you'll have items that you can hand to a level one character which'll straight-up give them the power to slaughter level thousand enemies. Multiples thereof using single attacks. So it doesn't really hurt that much if you decide to switch focus to another character at certain points, or quickly train up a group; when you're ready to start banking levels, it won't matter which one you pick to do it with.
Do remember that there's no point in attempting to truly "max out" a character, though. You'll wipe the floor with the toughest boss on the highest difficulty long before you hit that limit.
You would say that the mains get really bad later, comparing to let's say a majin? Thought they could learn any spell/skill by pupils...
Hmmm, so eventually the game stops scaling and gets easy. Not so cool.
It's simply the case that if you want to take on higher-leveled challenges, then you need to obtain the relevant power levels. Once you've got that power... on to the next challenge.
Eventually you run out of "challenges", but hey, all games end sometime. The real challenge in Disgaea is figuring out how to hit that point the fastest - there are all sorts of "exploits" buried in the game mechanics intentionally (and some, perhaps, unintentionally) that let you shortcut the process.
In regards to pupils, they can only teach spells (though spells account for most of the abilities in the game). What they can't "teach" are aptitudes.
For example, Laharl has 100% for all aptitudes. This is multiplied by his stats whenever they're applied; if he attacks with an attack score of 5000, he attacks with 100% of that stat. A basic mage, on the other hand, has an attack aptitude of 50%; if they achieve an attack stat of 5000, only half of it will actually apply in combat - it's as if they had only 2500 points! Mages do, on the other hand, have 110% for intelligence and resistance (and varying other percentages for their other stats).
When the mage transmigrates, they can pick a different class - the most powerful being the unlockable Divine Majin, which has 120% for all aptitudes. Main characters cannot change class and so are stuck with whatever aptitudes they started with.
In later games, main character aptitudes went up by something like 5% per transmigration, up to I think 125%. All sorts of balance changes were made as the series progressed - Majins got hit with the nerf stick pretty hard, for example (though that's fair enough!).